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From DCS World Wiki - Hoggitworld.com

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  • ...env.mission. This table is almost the entirety of the contents of a given mission. ...ooking for, save, open the miz via favorite zip program, and then open the mission file in your favorite text editor to explore from there.
    10 KB (879 words) - 01:25, 16 November 2022
  • A page to categorize all mission design resources:
    137 bytes (19 words) - 20:44, 5 June 2020
  • ...Making Cookbook is a collection of small recipes that you can use in your missions. They will be grouped by what you want to achieve, and provide as much qui
    253 bytes (43 words) - 21:58, 13 May 2020
  • ...complex mission designs that are simply impossible to create with the GUI mission editor and triggers. * '''Mission Editing'''
    2 KB (206 words) - 21:57, 18 November 2020
  • |tName= mission ...reate a group in the mission editor and place a route, you are created its mission task.
    4 KB (659 words) - 22:12, 20 February 2022
  • |fName= load_mission |desc= Loads the specified mission.
    601 bytes (68 words) - 22:13, 3 July 2023
  • This guide applies to using the DCS mission editor and the scripting engine. ...that the mission editor will automatically assemble the task inside of the mission file. Effectively it is a task of tasks and may give the AI rules for how t
    8 KB (1,266 words) - 02:50, 21 September 2023
  • [https://github.com/mrSkortch/MissionScriptingTools GitHub Link] Mist is now on github. Suggest your own features challenges, enabling easier scripting and saving mission scripters time. The table mist.flagFuncs
    5 KB (631 words) - 09:00, 11 February 2022
  • |eName=MISSION_END |desc= Occurs when a mission ends.
    278 bytes (36 words) - 06:54, 17 March 2022
  • |eName=MISSION_START |desc= Occurs when a mission starts
    282 bytes (36 words) - 06:54, 17 March 2022
  • This is transcribed from an auto-translation of the original Russian msf_mission_developers_guide.pdf documentation ...Scripting Engine (SSE) and this add-on script engine framework called the Mission Scripting Foundation (MSF).
    13 KB (1,893 words) - 00:12, 12 April 2018
  • |eName=AI_ABORT_MISSION |desc= Occurs when an AI aircraft decides it cannot continue the mission. This appears to only be damage related at present. It will also occur if t
    485 bytes (70 words) - 04:18, 19 December 2022
  • |fName= load_next_mission |desc= Load the next mission from the server mission list. Returns false if at the end of list.
    515 bytes (63 words) - 23:55, 3 September 2021
  • ...es to add a UI for changing your missions coalitions composition after the mission was created. Program for modifying localization with a mission.
    838 bytes (114 words) - 19:21, 22 May 2020

Page text matches

  • A Recipe for creating triggers to restart your missions after a certain time. [[File:Mission-restart-warning-guide.png]]
    398 bytes (58 words) - 22:04, 13 May 2020
  • A page to categorize all mission design resources:
    137 bytes (19 words) - 20:44, 5 June 2020
  • ...Making Cookbook is a collection of small recipes that you can use in your missions. They will be grouped by what you want to achieve, and provide as much qui
    253 bytes (43 words) - 21:58, 13 May 2020
  • |eName=MISSION_END |desc= Occurs when a mission ends.
    278 bytes (36 words) - 06:54, 17 March 2022
  • |eName=MISSION_START |desc= Occurs when a mission starts
    282 bytes (36 words) - 06:54, 17 March 2022
  • |fName= load_mission |desc= Loads the specified mission.
    601 bytes (68 words) - 22:13, 3 July 2023
  • |eName=AI_ABORT_MISSION |desc= Occurs when an AI aircraft decides it cannot continue the mission. This appears to only be damage related at present. It will also occur if t
    485 bytes (70 words) - 04:18, 19 December 2022
  • |fName= load_next_mission |desc= Load the next mission from the server mission list. Returns false if at the end of list.
    515 bytes (63 words) - 23:55, 3 September 2021
  • {{Mission Scripting |desc= Returns a table of the payload set for unitName in the mission editor. "Live" payload is not currently possible due to how the data is org
    509 bytes (62 words) - 22:58, 13 April 2018
  • |fName= onMissionLoadEnd |desc= Occurs when a server finishes loading a mission.
    603 bytes (68 words) - 23:50, 14 May 2021
  • {{Mission Scripting ...turns a table of the payload for the specified group as defined in the the mission editor. "Live" payload is not currently possible due to how the data is org
    543 bytes (66 words) - 22:56, 13 April 2018
  • |fName= onMissionLoadBegin |desc= Occurs when a server begins loading a mission.
    572 bytes (62 words) - 23:46, 14 May 2021
  • ...es to add a UI for changing your missions coalitions composition after the mission was created. Program for modifying localization with a mission.
    838 bytes (114 words) - 19:21, 22 May 2020
  • ...sion editor. Additionally a few trigger functions act as a gateway between mission editor triggers and related scripting functions.
    627 bytes (83 words) - 22:21, 17 March 2022
  • |fName= getCurrentMission |desc= Returns the table of the mission as stored in the mission file embedded in a miz.
    508 bytes (57 words) - 22:41, 22 April 2018
  • ...he network API that work in the mission scripting environment. Notably for mission scripting purposes there is now a way to send chat, check if players are in |funcs= {{listOfMissionNetFuncs}}
    506 bytes (70 words) - 22:50, 17 March 2022
  • ...in accordance with the AI task queue rules. This is the task that the DCS mission editor will default to using for groups placed in the editor. [[DCS_task_mission|mission]]
    891 bytes (118 words) - 02:05, 21 September 2023
  • ...unc_getAbsTime|timer.getAbsTime()]] to see how much time has passed in the mission. |examples= The following example would execute code 20 seconds after the mission has started.
    741 bytes (90 words) - 06:44, 17 March 2022
  • ...r which the file can be merged together by the Game Lead to create the DCS mission (.miz) file!
    803 bytes (121 words) - 20:53, 14 October 2018
  • ...ion started. If the value is above 86400 then it is the next day after the mission started. This function is useful in attaining the time of day. Assuming a mission started at noon the value returned would be 43200. (12*60*60). Midnight wou
    1 KB (135 words) - 10:39, 8 September 2022
  • ...dering it is effectively when you enter the "3d world" of the game and the mission is ready to be unpaused.
    581 bytes (73 words) - 00:02, 15 May 2021
  • |fName= getMissionResult ...urrent result for a given coalition as defined by the mission goals in the mission.
    539 bytes (61 words) - 22:44, 22 April 2018
  • DCS.UNIT_RUNTIME_ID, // unique within runtime mission. int DCS.UNIT_MISSION_ID, // unique within mission file. int>0
    1 KB (171 words) - 22:49, 22 April 2018
  • ...complex mission designs that are simply impossible to create with the GUI mission editor and triggers. * '''Mission Editing'''
    2 KB (206 words) - 21:57, 18 November 2020
  • {{Mission Scripting ...sionScripting.lua. Just be sure to re-protect yourself later when you run missions from untrusted sources.
    775 bytes (107 words) - 06:30, 12 April 2018
  • |enums= The current mission's mission and warehouse file are accessible via the tables: [[miz_mission_structure|env.mission]]
    883 bytes (113 words) - 23:52, 15 November 2022
  • 'mission': holds current mission [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}
    915 bytes (116 words) - 23:00, 17 March 2022
  • |fName= onMissionLoadProgress |desc= While a mission is loading this callback will contain information about the loading progres
    677 bytes (81 words) - 23:49, 14 May 2021
  • ...3 decimal places since the mission has started. This counts time once the mission starts and will pause with the game.
    643 bytes (75 words) - 02:26, 12 March 2024
  • Example Path >> ...\...\DCS World\Mods\aircrafts\Ka-50\Missions\EN These training missions are structured much like the interactive A-10c tutorials, and provide a mu
    671 bytes (99 words) - 20:52, 17 May 2018
  • {{Mission Scripting |desc= Writes a table of data from your mission file. Contains entries for unit type names, countries, livery names, and CL
    2 KB (194 words) - 07:19, 23 August 2021
  • ...tmosphere is a singleton whose functions return atmospheric data about the mission. Currently limited only to wind data.
    303 bytes (33 words) - 06:49, 17 March 2022
  • For landing at airbases, farps, or ships see the [[DCS_task_mission|mission task]] page. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (156 words) - 00:12, 12 April 2018
  • {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission. The boolean value format if present will return the string in a 12 Hour cl
    1 KB (149 words) - 08:56, 13 April 2018
  • {{Mission Scripting ...generated vec2 coordinate within the specified zone as defined within the mission editor. If the optional variable innerRadius is given the random point wil
    1 KB (159 words) - 05:24, 10 September 2018
  • {{Mission Scripting ...ata that defines the default route of group named groupName as set in the mission editor. Similar to mist.getGroupPoints but returns a table with additional
    819 bytes (110 words) - 22:57, 13 April 2018
  • ...eater than relying on Orbit commands. This command is only functional if a mission task is active. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    868 bytes (110 words) - 00:12, 12 April 2018
  • {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission.
    851 bytes (107 words) - 08:56, 13 April 2018
  • {{Mission Scripting
    320 bytes (36 words) - 23:14, 13 April 2018
  • {{Mission Scripting ...Clones a group of the name groupName at its initial location as set in the mission editor. |
    1 KB (167 words) - 22:50, 13 April 2018
  • {{Mission Scripting ...sionScripting.lua. Just be sure to re-protect yourself later when you run missions from untrusted sources.
    979 bytes (130 words) - 06:29, 12 April 2018
  • {{Mission Scripting ...spawns a group of the name groupName at its initial location as set in the mission editor. |
    2 KB (234 words) - 19:25, 13 May 2023
  • {{Mission Scripting ...s. If no time value is passed the function returns the current date of the mission.
    834 bytes (102 words) - 15:52, 4 January 2019
  • {{Mission Scripting |notes= Iterates from the highest groupId from the mission file. The nextGroupId is also accessible globally via mist.nextGroupId. If
    977 bytes (129 words) - 06:42, 12 April 2018
  • ...he specified action within the queue. This command is only functional if a mission task is active. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    869 bytes (113 words) - 00:12, 12 April 2018
  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
    351 bytes (36 words) - 23:10, 13 April 2018
  • ...functions that are capable of spawning groups and static objects into the mission.
    932 bytes (123 words) - 07:23, 17 March 2022
  • {{Mission Scripting Mission Editor Trigger:
    2 KB (275 words) - 05:51, 19 April 2021
  • {{Mission Scripting The mission editor uses a solely a Cartesian coordinate system while the game world dis
    936 bytes (129 words) - 22:57, 13 April 2018
  • {{Mission Scripting |notes= Iterates from the highest unitId from the mission file. The nextUnitId is also accessible globally via mist.nextUnitId. If yo
    1 KB (140 words) - 06:40, 12 April 2018
  • {{Mission Scripting
    380 bytes (42 words) - 23:08, 13 April 2018
  • {{Mission Scripting Mission Editor Trigger:
    2 KB (280 words) - 05:56, 19 April 2021
  • {{Mission Scripting
    388 bytes (43 words) - 23:16, 13 April 2018
  • {{Mission Scripting
    388 bytes (43 words) - 23:23, 13 April 2018
  • 1. Return the mission time.
    355 bytes (39 words) - 06:43, 17 March 2022
  • {{Mission Scripting |example= The following would output every single group in your mission to their own file.
    2 KB (223 words) - 22:50, 7 July 2021
  • {{Mission Scripting ...at define the default route of the group named groupName as set within the mission editor. This function is great when used in combination with mist.pointInP
    1 KB (145 words) - 22:56, 13 April 2018
  • {{Mission Scripting ...s a group by the name groupName back to its initial location as set in the mission editor. '''Teleports the group in its current condition. Destroyed vehicles
    2 KB (211 words) - 23:06, 13 April 2018
  • {{Mission Scripting ...DCS/Logs/fileName. The optional value removes entries for mist, slmod, env.mission, env.warehouses, country.by_idx, and country.by_country. These are entries
    1 KB (163 words) - 10:30, 7 July 2021
  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission, thus return the current date.
    1 KB (138 words) - 08:56, 13 April 2018
  • {{Mission Scripting ...within the group. '''Group will spawn with the same task as defined in the mission editor.''' The optional variables define which units in the group will not
    2 KB (330 words) - 23:11, 13 April 2018
  • {{Mission Scripting Mission Editor Trigger:
    2 KB (330 words) - 05:53, 19 April 2021
  • {{Mission Scripting Mission Editor Trigger:
    2 KB (327 words) - 05:54, 19 April 2021
  • |desc= Occurs when the mission is resumed
    418 bytes (43 words) - 00:03, 15 May 2021
  • |desc= Occurs when the mission is paused.
    416 bytes (43 words) - 00:03, 15 May 2021
  • {{Mission Scripting
    373 bytes (44 words) - 23:14, 13 April 2018
  • |notes= In the mission editor this command is only available if certain unit types exist within th See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1,021 bytes (156 words) - 23:04, 28 October 2022
  • ...ems are now saved in a lookup table within the .miz file. When parsing the mission file group names will appear as "Dictkey_groupName_x" however this value is
    1 KB (142 words) - 06:42, 17 March 2022
  • {{Mission Scripting
    385 bytes (44 words) - 23:10, 13 April 2018
  • |desc=Occurs when any object is spawned into the mission.
    372 bytes (49 words) - 07:15, 17 March 2022
  • ...complex patrol patterns and looped routes for ground units. If part of the mission task any task along route will be repeated. For example if there is a fire See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (156 words) - 00:12, 12 April 2018
  • ....wav" inside the Sounds folder. This can be useful to add sound files to a mission without having to add those files via triggers. |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of
    1 KB (166 words) - 22:46, 17 March 2022
  • {{Mission Scripting
    410 bytes (48 words) - 23:15, 13 April 2018
  • |fName= stopMission |desc= Command to stop the mission.
    436 bytes (45 words) - 22:22, 22 April 2018
  • {{Mission Scripting
    445 bytes (53 words) - 23:07, 13 April 2018
  • {{Mission Scripting
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  • ...abort missions: If a threat is deemed severe enough the AI will abort its mission and return to base. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    2 KB (272 words) - 20:54, 19 April 2024
  • The triggers menu is used to create and edit triggers in a mission that can govern any game logic a user can dream up. It primarily consists o === Mission Start ===
    4 KB (609 words) - 08:40, 23 June 2021
  • [https://github.com/mrSkortch/MissionScriptingTools GitHub Link] Mist is now on github. Suggest your own features challenges, enabling easier scripting and saving mission scripters time. The table mist.flagFuncs
    5 KB (631 words) - 09:00, 11 February 2022
  • |tName= mission ...reate a group in the mission editor and place a route, you are created its mission task.
    4 KB (659 words) - 22:12, 20 February 2022
  • |fName= getMissionName |desc= Returns the name of the mission.
    454 bytes (47 words) - 22:41, 22 April 2018
  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • ...Theses tasks are available as an option in the enroute listing. Within the mission file itself these tasks are actually a engageTargets tasking with pre-defin Within the mission editor the task role selection filters the list of valid attributeNames to
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • {{Mission Scripting ...tion will re-assign the route of the specified groupName as defined in the mission editor when the group reaches the end of their route effectively creating a
    1 KB (144 words) - 23:01, 13 April 2018
  • {{Mission Scripting ...ers per second and assigns it to the waypoint. If speed is not defined the mission editor default of 20 kilometers per hour will be used.
    1 KB (165 words) - 23:01, 13 April 2018
  • vec1= [[vec3]]{{Mission Scripting
    404 bytes (50 words) - 23:14, 13 April 2018
  • {{Mission Scripting |notes= For whatever reason the mission file stores the color of drawings in hex while every other instance of colo
    1 KB (179 words) - 00:01, 12 February 2022
  • ...ill typically leave their radar on if any enemy threats are present in the mission anyways. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (194 words) - 00:12, 12 April 2018
  • {{Mission Scripting
    505 bytes (57 words) - 22:29, 11 February 2022
  • |fName= getMissionFilename |desc= Returns the file name of the current mission file.
    480 bytes (50 words) - 22:42, 22 April 2018
  • {{Mission Scripting
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  • ...the simplest to get up and running, all you need to do is find or create a mission you want to play, click "multiplayer" from the main menu, and then click "N ===Dedicated Servers running PvE (Player vs Environment) missions===
    4 KB (633 words) - 14:11, 5 June 2018
  • The mission editor UI generally displays frequency values in megahertz (MHz) while this See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (166 words) - 21:49, 12 January 2024
  • {{Mission Scripting |r1D= is a unitTable as formatted in the mission editor
    3 KB (431 words) - 08:58, 4 June 2021
  • |desc= Returns the current time in a mission relative to the DCS start time.
    489 bytes (54 words) - 22:26, 22 April 2018
  • {{Mission Scripting
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  • ...Functions as a wrapper for setting commands and options as a task within a mission, comboTask, or controlledTask. When setting a command the action table entr |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    2 KB (181 words) - 02:05, 21 September 2023
  • ...ant action is a quick single player mission. To change the location of the mission, you drag the green box around the map. ==== Mission ====
    3 KB (553 words) - 22:15, 4 June 2021
  • |fName= getMissionOptions |desc= Returns the table of the options for a given mission as stored in the options.lua file embedded in a miz.
    532 bytes (62 words) - 22:27, 22 April 2018
  • {{Mission Scripting
    532 bytes (67 words) - 23:22, 13 April 2018
  • {{Mission Scripting
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  • ...ized data that is relevant to the mission editor are saved within your DCS\MissionEditor folder. Default location is listed below: C:\Users\<username>\Saved Games\DCS\MissionEditor\weather\dynamic
    3 KB (517 words) - 09:04, 13 April 2018
  • ...age said group with this task. Reason 138 why LUA can be more fun than the mission editor. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (197 words) - 00:12, 12 April 2018
  • {{Mission Scripting
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  • {{Mission Scripting
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  • ...large bomber formations to simultaneously bomb a given target. Within the mission editor this task also has tools for placing units in historic bomber format |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    1 KB (220 words) - 00:12, 12 April 2018
  • {{Mission Scripting ...roup, this function will overwrite and remove that group existing from the mission.'''
    2 KB (407 words) - 06:36, 12 April 2018
  • The mission editor UI generally displays frequency values in megahertz (MHz) while this See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    2 KB (193 words) - 21:56, 12 January 2024
  • Within the mission editor the task role selection filters the list of valid attributeNames to See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    2 KB (215 words) - 19:22, 30 July 2018
  • {{Mission Scripting
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  • {{Mission Scripting
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  • ...nce mission start. A value of 3600 would be a condition of 1 hour into the mission |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    3 KB (363 words) - 02:05, 21 September 2023
  • S_EVENT_MISSION_START = 11, S_EVENT_MISSION_END = 12,
    3 KB (402 words) - 06:37, 20 October 2023
  • {{Mission Scripting ...able in the format required to spawn the group. This function searches env.mission for the specified groupName.
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  • {{Mission Scripting
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • |desc= Returns the position of a coalitions "bullseye" as specified in the mission editor.
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • ...Manually : I have no idea what this is, but the value in the task with the mission editor is set to true, so it might be required. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    2 KB (263 words) - 00:47, 21 October 2021
  • ...env.mission. This table is almost the entirety of the contents of a given mission. ...ooking for, save, open the miz via favorite zip program, and then open the mission file in your favorite text editor to explore from there.
    10 KB (879 words) - 01:25, 16 November 2022
  • ...NEMIES: This option is apparently not available for some reason within the mission editor. I don't know if it is actually functional or not. I need to investi See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • {{Mission Scripting
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  • This guide applies to using the DCS mission editor and the scripting engine. ...est suited for attacking very specific targets that may be critical to the missions objective.
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  • {{Mission Scripting
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  • |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • |desc= Returns the initial size of the group as defined in the mission editor or if spawned via function. This number will not change as units are
    592 bytes (71 words) - 23:11, 17 March 2022
  • {{Mission Scripting ...used to modify the units checked if new units are dynamically added to the mission. This value and capability is also used if the units variable is given a un
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
    614 bytes (75 words) - 22:10, 28 April 2022
  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • {{Mission Scripting ...objects (such as bridges, buildings in town, etc.) die (or have died) in a mission editor
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  • {{Mission Scripting ...used to modify the units checked if new units are dynamically added to the mission. This value and capability is also used if the units variable is given a un
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  • {{Mission Scripting
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  • ==Mission Editor Frequently Asked Questions== ...ission. This option can be toggled on or off at any time while editing the mission via the '''''watch icon''''' on the bottom bar. You will also see the year
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  • '''>Missions''' Contains mission files specific to that aircraft
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  • {{Mission Scripting
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  • {{Mission Scripting
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  • ...mission makers a more sophisticated method of monitoring and controlling a mission in DCS. ...are free to create your own functions. There are multiple ways within the mission editor to use scripting. See the following graphics.
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  • {{Mission Scripting ...ers per second and assigns it to the waypoint. If speed is not defined the mission editor default of 20 kilometers per hour will be used.
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  • |desc= Returns a table of reference points as defined by the mission editor or added via scripting. Reference points are used by JTACs.
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  • This guide applies to using the DCS mission editor and the scripting engine. ...that the mission editor will automatically assemble the task inside of the mission file. Effectively it is a task of tasks and may give the AI rules for how t
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}|examples=
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  • [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}
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  • |examples= The following saves and modifies global values for the current mission name and a list of connected clients. function myCall.onMissionLoadBegin()
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  • {{Mission Scripting ...the drawing tools. By default it will inherit as many properties from the mission editor as possible. Any valid entry for [[MIST markerAdd|mist.marker.add]]
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  • 11 = "S_EVENT_MISSION_START" 12 = "S_EVENT_MISSION_END"
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  • {{Mission Scripting
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • {{Mission Scripting ...objects (such as bridges, buildings in town, etc.) die (or have died) in a mission editor
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  • ...tasking. With the 1.5 patch two of the values have different names in the mission editor. However the behavior is still exactly the same as before, its just See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}
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  • ...pecified country. Group data table is in the same format as created by the mission editor. start_time number time in seconds after mission start time that the group will spawn in. If 0 the group will spawn immediat
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • {{Mission Scripting ...here will be a check whenever dynamically added units are spawned into the mission, if those units fit into the unitNameTable definition then they will also b
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  • ...duction]] for more details in how the scripting engine interfaces with the mission editor and some basics on how to use it. [[DCS_singleton_missionCommands|missionCommands]]
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  • |desc= Occurs when mark panels or markup shapes get removed from the mission by players or scripting functions.
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  • {{Mission Scripting ...here will be a check whenever dynamically added units are spawned into the mission, if those units fit into the unitNameTable definition then they will also b
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  • [[Mission Types| ...<span class="btn btn-lg btn-primary btn-block" href="#" role="button">Mission Types</span>]]
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  • {{Mission Scripting
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  • ...'s skill level is set as "Player". There is only a single player unit in a mission and in single player the user will always spawn into this unit automaticall
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  • name: Serves no purpose other than for readability in the mission editor See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • {{Mission Scripting ...her value is given the route used will be the default route defined by the mission editor for the group set to patrol
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  • ...ack. The campaign is broken into two phases, each of which is a unique MP mission (hosted on the Hoggit Dedicated Server). Phase one starts with BLUFOR oper * Mission/Objective/SAM-threat Status
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  • ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for both teams. The string name is the text that will be
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  • |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of
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  • |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of
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  • {{Mission Scripting
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  • ...default index of the specified unit within the group as defined within the mission editor or addGroup scripting function. This value is not changed as units w
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  • This is transcribed from an auto-translation of the original Russian msf_mission_developers_guide.pdf documentation ...Scripting Engine (SSE) and this add-on script engine framework called the Mission Scripting Foundation (MSF).
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  • ...table not perfectly matching the format of a static object as seen in the mission file.
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • |desc= Returns a number which defines the unique mission id of a given object.
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  • ...rigger condition "Random %" has proven to be a source of confusion to many mission builders. This page is meant to clarify how ''Random'' is used in the simul ...ral options to create random events. This article is focused mainly on the mission editor and its trigger functions, however some scripting engine topics will
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  • |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of
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  • ...Callsigns for units, farps, or ships can be specified by the user with the mission editor or scripting engine.
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  • |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of
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  • {{Mission Scripting
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  • In the mission editor this task is call "WW2 Carpet Bombing". This task is not limited to |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • ...a group named 'arty' to fire 20 shells into a zone that is defined in the mission editor named "killzone'. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • ...Return a boolean value based on whether the object currently exists in the mission.
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for a specific group designated by its groupId. The strin
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  • ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for all players belonging to the specified coalition. The
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • ...tor_Scripting_Engine_Documentation| DCS Simulator Scripting Engine]] and [[Mission_Scripting_Tools_Documentation | MIST ]] to manipulate ground air defense gr Specifies the start time of the script after mission start. (Allows for script to populate a few tables before giving orders)
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with
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  • ...the object of a specified name. The objects name is defined either in the mission editor or within functions that can dynamically spawn objects. All static o
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